Cathedral

Cards in the Cathedral category focus on upgrades, usually to buildings or unit training. Most cards here don't need each other as prerequisites, but we're grouping them into families anyway for the sake of brevity. Also, almost every German card gives free Uhlans too.

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Advanced Mill

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Advanced Market

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Advanced Arsenal

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Advanced Dock

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Advanced Trading Post

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Advanced Plantation

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These cards automatically upgrade all current buildings and future ones as well. Mills, and Plantations become cheaper and stronger; Trading Posts become cheaper, stronger, and gain an attack like Outposts; Docks train units stronger and faster; Markets have a better resource exchange. Advanced Arsenal can be sent in Age 2; all the others can be sent in Age 1.

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Native American Lore

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Native American Treaties

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Native American Warriors

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When you build a Trading Post next to a native village, you can build warriors from it. These cards affect those Trading Posts. Lore makes all upgrades cost zero coin; Treaties sends a bunch of native units to your Town Center; Warriors makes all native units cheaper to train. Lore and Treaties can be sent in Age 2; Warriors can be sent in Age 3.

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Fencing School

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Riding School

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Engineering School

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These cards make units train faster. All cards can be sent in Age 2.

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Frontier Defenses

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Pioneers

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Colonial Militia

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Advanced Frontier Defenses

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Frontier Defenses can be sent in Age 2, and it delivers two wagons that will almost instantly build one Outpost each. Pioneers can be sent in Age 1, and it increases Settlers' hitpoints by 65%. Colonial Militia can be sent in Age 1, which makes your Town Center's attack stronger and allows you to call the Minutemen a second time. Advanced Frontier Defenses can be sent in Age 3, and it delivers three Outpost Wagons.

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Fort

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Extensive Fortifications

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Improved Buildings

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Heavy Fortifications

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These cards improve defenses and building strength. The Fort is a powerful defensive building that is difficult to take down and serves as a combined Barracks, Artillery Foundry, and Stable; it can be sent in Age 3. Extensive Fortifications increases the number of Outposts you can build, and can be sent in Age 2. Improved Buildings increases all buildings' hitpoints, and can be sent in Age 1. Heavy Fortifications upgrades all defensive structures for free, and can be sent in Age 4.

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Factory

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Robber Barons

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Both of these cards send one Factory Wagon to your Town Center, which you can convert into a Factory. Factories can produce any resource and really bolster your economy. Both cards can be sent in Age 4.

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The Glorious Revolution

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Religious Freedom

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Edict of Nantes

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Treaty of Westphalia

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Palace Intrigue

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Treaty of Tordesillas

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Reformist Tsar

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Royal Decree to Claim the New World

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These cards give the civilization's Churches the ability to research civilization-specific upgrades. All the cards can be sent in Age 2, and while they each have different names, pretty much do the same thing.

British Unique Cathedral Cards

Age

Effects

Team Fast-Building Houses

1

Houses only take one-quarter as long to build.

Team Cheap Docks

1

Docks and their upgrades require less wood.

Virginia Company

1

Manor Houses cost less.

Estates

4

Allows Manor Houses to train Settlers.

Dutch Unique Cathedral Cards

Age

Effects

Team Native Warrior Societies

2

All build limits for native units increase by 15%.

Team Cheap Market Improvements

1

First-level market upgrades are cheaper.

Bank of Amsterdam

1

Increases number of allowed Banks by one.

Bank of Rotterdam

1

Increases number of allowed Banks by one.

Tulip Speculation

4

Banks produce more coin.

French Unique Cathedral Cards

Age

Effects

Team Improved Native Warriors

2

All native military units gain 10% hitpoints and attack power.

Team Cheap Church

2

Churches, Mosques, Field Hospitals, and some of their upgrades are cheaper.

Native Warrior Combat

3

All native military units gain 15% hitpoints and attack power.

Wilderness Warfare

2

Coureurs, Skirmishers, and all native military units gain 10% hitpoints.